Comments

Comment by CalaelenDT

Legends speak of the brutality of Qon and his quilen champions. The fearless mogu commander was dubbed "Iron Qon" by the Thunder King for his unrelenting resolve to claim victory after victory for the empire regardless of the cost.

Lead Encounter Designer, Ion “Watcher” Hazzikostas:

Qon is one of Lei Shen’s elite personal guard, and a master of mounted combat. An original concept for this fight was inspired by the Three Kingdoms warlord Lu Bu, a fierce warrior renowned for his skill in fighting with a spear from horseback. Though Qon does have some very cool and unique mounted attack animations, in the end we found it more interesting to explore gameplay via the different abilities of his mounts instead. Thus, the encounter involves Qon switching among different magical quilen, each of which is empowered with vicious elemental attacks, creating a four-phase encounter that is almost like four separate intense fights rolled into one.

Comment by bluewyvern

Hopefully this is a useful guide for normal mode. This is a four phase fight, in the first three you will face three different mounts which grant the boss different abilities while the final phase is a DPS race against the boss on his own. This is a long fight, depending on your raid DPS you may well be able to get use of heroism/bloodlust twice provided you use it at the start. Throughout the whole fight, the boss will randomly hurl spears at players for moderate damage which must be healed through, and he will apply your standard stacking tank DoT that requires tank switches at suitable intervals.

Phase 1: The boss gains molten energy over time, players need to prevent him reaching 100 to avoid a wipe. This is done by grouping players together which will cause him to bring down a meteor on the grouped players which splits a large amount of damage between them and temprorarily increases their damage taken from these meteors. To deal with this, spend most of the time spread and have pre-assigned groups of players stack to take a meteor hit, rotating groups to deal with the increased damage taken debuff. Magma lines will also appear throughout this phase; do not stand in them.

Phase 2: Boss has two main abilities here: Arcing Lightning and Windstorm. You must try and stay spread for Arcing Lightning, which, when cast on a random player, will also chain to and deal damage to anybody near them. Players affected by this will be stunned and heals on them will be absorbed, but you can simply click them to remove the effect. The other main ability, windstorm, will move all players to the centre of the room, summon multiple tornados, and start dealing high ticking damage to the entire raid while significantly reducing all healing and absorbs. Players must quickly move out of the storm to a safe area of the room (such as near the entrance) and ideally should use any abilities that either cover a lot of ground quickly (heroic leap, shadowstep, etc), increase movement speed, or reduce damage taken by a certain percentage. Warlock portals are excellent for players who have difficulty getting out in time. Some of the tornados will persist throughout the fight but by standing near the entrance you shouldn't be bothered by them too often. Finally, the boss will also summon storm clouds in this phase; do not stand in them.

Phase 3: The boss reflects 10% of all damage in this phase, which must be healed through. He occasionally creates a 'dead zone' on certain sides of him, to successfully hit him you must attack him from the unshielded sides. Players should spread out for a 'freeze' ability that freezes random players then shatters them shortly after for AoE damage, and finally the boss will create areas of frozen ground which, as you may have guessed, should not be stood in.

Final Phase: The boss will gradually gain stacks of Rising Anger, increasing his damage done over time as a soft enrage mechanic. He occasionally casts fist smash, which is a high damage raidwide AoE that must be healed through. Eventually this will become unhealable due to rising anger, and so this is very much a dps race. He also empowers the tornados, but this is not something that needs additional attention; they simply become either worse to stand in (freeze cyclone) or deal some more unavoidable raidwide damage (ignite cyclone).

Comment by lightclaw

LFR Strategy:This is a messy, if relatively easy, fight.

Tanks:The boss uses Impale throughout the fight. Swap after 2 stacks. The boss will drop lines of fire/ice/lightning around the room; try to keep it positioned so that DPS can get to where they need to be.

During the lightning phase the raid will be sucked into the middle of the room and tornadoes will spawn. The easiest way to deal with this is to pull the boss all the way to the back of the room after this occurs. The back of the room will wind up full of nasty lines of goop, but you won't have to deal with dodging tornadoes.

DPS:Spread out during the lightning phase. When you get pulled into the middle, fight your way back out toward the back of the room. During the ice phase you will have to move so that you can hit the boss's unprotected sides. Don't stand in anything.

Healers:The damage in this fight can be pretty nasty, with large amounts being thrown at the raid throughout. The end of the fight is particularly bad, with lots of puddles for people to stand in and the boss gaining soft enrage stacks.

tl;dr version:Tanks: Swap after 2 stacks of Impale. After you are sucked into the whirlwind, move the boss to the clearing at the back of the room.

DPS: Spread out during lightning. Attack the unshielded sides of the boss.

Healers: Lots of damage, good luck.

Macroable version:

/instance Tanks swap at 2 stacks of Impale. Go to the back of the room after Rushing Winds./instance Spread out during lightning, move to attack unshielded sides of the boss./instance Healers - Lots of raid damage, especially at the end.

Comment by jynxycat

A neat comment about the Arcing Lightning. If your debuff timers are all the same for the melee, as they should be off the bat, you can all stack together and the debuffs will run out at the same time. You can just dps the boss in a melee clump, and not have to worry about "/range 12".

Only ranged has to spread out, which is much easier without any melee in the area.

Comment by CrockettMaster

Comment by GoRozZo

Comment by Vertixio

Fun Fact about Iron Qon: He leads funeral of Lei Shen after his "first death"

source:5.2 patch trailer

Comment by Lepetit89

I can't say I've ever liked the Mogu, mainly because they seemed so over-the-top one-dimensional all the time. Iron Qon, however, seems slightly different and I actually like him. Upon his death, he only wishes for more training and he makes no mention of ruling others, instead being seemingly more concerned with strength.

Also, there's something incredibly crazy about someone impaling an enemy on their weapon and then repeatedly punching the ground to wipe out the rest.

Comment by Macamirunni

Hit the Qon!

Comment by MichaelLoda

Garrosh?

Comment by Urgalurg

For any hunters aiming to solo this fight, try it in BM, even if you haven't unlocked many artifact traits in Titanstrike (I only have the first two, since I main MM). Bring a corehound, and prioritize killing Quet'zal. You'll probably get stunned during the first phase (with Ro'shak, where Quet'zal swoops in and hits you with Arcing Lightning), but your pet should have aggro and you shouldn't take much damage, especially if you use Misdirection on cooldown. When Quet'zal enters the fight in the second phase, pop Bestial Wrath, Stampede, and Aspect of the Wild. You should be able to get him low, even if you get stunned, by the time Dam'ren enters the fight. In the last phase, prioritize killing Quet'zal; pop Ancient Hysteria and let your pets finish off Quet'zal. The rest of the fight shouldn't be too difficult.

Comment by NuclearChicken

For some reason I cant loot him when solo in 10hc. Maybe I killed him too fast.

Comment by hersfold

Warning for those trying to solo this guy - if you kill him as he's about to/in the process of jumping onto one of his Quilen mounts, the game will have already made him "untargetable" and you won't be able to loot him. I strongly recommend holding back between phases, or you will not get loot from this boss.

Comment by Morgomir

an FYI for those doing this fight solo if u don't use a pet he won't cast the stun

Comment by ffxiedyn

His impale ability was not squished for patch 8.0.1. It still hits with full force.

Molten Overload
– When he reaches maximum Molten Energy, Ro'shak overloads and combusts, casting Molten Inferno every 1 sec until he is degraded of molten energy. This effect temporarily increases his damage dealt by 50%.

Unleashed Flame
– Ro'shak incinerates the largest cluster of enemies he can find, inflicting 191 Fire damage split evenly among targets within 10 yards. Discharging this flame relieves Ro'shak of 30 Molten Energy.There must be at least 3 targets clustered in order to get Ro'shak's attention.

Unleashed Flame
– Ro'shak incinerates the largest cluster of enemies he can find, inflicting 191 Fire damage split evenly among targets within 10 yards. Discharging this flame relieves Ro'shak of 30 Molten Energy.There must be at least 5 targets clustered in order to get Ro'shak's attention.

Whirling Winds
– Quet'zal summons a massive swirl of wind and launches it ahead of him, inflicting 55 Nature damage to all players with which it comes into contact.

Quet'zal, the Stormcaller
–

!5, 6 In Heroic difficulty, the Iron Qon's Quilen flee at 25% Health.

Arcing Lightning
– Quet'zal zaps a random player with Lightning, stunning, absorbing healing effects, and causing them to shock nearby allies for 7 Nature damage. This shock damage effect jumps to nearby allies, causing them to also pulse with electricity.They are stunned until another player pulls them out of the storm. If they die while under the effect of Lightning Storm, then Arcing Lightning will zap a random player.

Windstorm
– Quet'zal pulls all players into the eye of a rushing windstorm. Players suffer 14 Nature damage every 2 sec until they are able to exit the storm. Damage, healing, and absorption effects cast while inside the windstorm are decreased by 80%.Once the storm is over, some rushing winds will linger.

Freeze Spear: Frozen Blood
– Dam'ren strikes Iron Qon's spear with ice, freezing the ground around it. Coming into contact with the frozen ground inflicts 27 Frost damage instantly and slows the player's movement, melee, ranged, and casting speeds by 25%. This effect stacks while standing within the area of frozen blood.

Spark of the Molten Flare: Ro'shak
– In Heroic difficulty, Ro'shak attacks players alongside Dam'ren. He casts Unleashed Flame on the largest clump of enemies he can find. If he cannot find a clump of enemies, he instead casts it on a random target.